8-12 Players Villainous

Discussion in 'WIP - Works In Progress' started by nakala1972, Jun 7, 2013.

  1. nakala1972

    nakala1972 Forerunner
    Senior Member

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    Map Name: Villainous
    File Share Gamertag: Beemer1972
    Canvas Map: Erosion
    Status: Needs Testing
    Screenshots:
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    Ideal Player Count: 6 to 12
    Best Gametypes: KOH
    Supported Gametypes: Team Slayer, KOH, CTF, Regicide, Oddball


    Description: Hidden deep beneath the surface of this lush world lies the secret base of the notorious super villain Hector 'Evil' Con Carne.

    This semi-symmetrical map features a large base at its center that houses Hector's doomsday missile. A landing pad at gold. There is a small lift at green. Red has pipes as its back wall where blue is more natural.

    There is a Rocket, Overshield and Saw that spawn on the map as well as 2 Pulse grenades on the bridges of each side. There are many random drops littered about the map.

    Other Notes: The first tests have gone well. Slayer is playing well after a few initial changes. I hope to test KOH and CTF soon. Please let me know if you would like to help me with testing. I'm always up for a customs lobby to test what ever people may have. I look forward to any feedback you may have. Thank you.
     
    #1 nakala1972, Jun 7, 2013
    Last edited: Aug 8, 2013
  2. Juanez Sanchez

    Juanez Sanchez Ancient
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    Yup this map does the business I think. I have played several versions of this now and the one we played on Tuesday night was the most complete and fun by far. As one would expect the dominant part of the map is top middle but not as bad as you might expect. Seemed that a team might dig in on teh opposite side of the map and you would have to leave top- mid to go get them in slayer, which kept you moving well enough.
    However it wasn't all good as I literally watched the other team spawning from atop the tower and could have spawn killed them easily enough. I wonder if you might consider moving the central tower down a little to perhaps negate it's effect on the map- I honestly think that if you get a very good sniper/dmr guy up there he could pin the whole map down. The hills were in a better way this time and that was a lot of fun. Objective games often showcase maps to better effect and this was no exception, it's a big map though so I reckon we need some more dudes!!!!!! Next week!!!!!!!!!!!!!
     
  3. AnotherClaymore

    AnotherClaymore Forerunner

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    Playtested in TCOJ Tuesday Night Testing Lobby on 7/30/13

    We played Slayer on this last night, I like the center structure but the very top still seems to be a little overpowered. A lot of the action is driven up there, leaving the outer and bottom area largely unused. Maybe try and create other ‘high’ points around the outer ring that have a decent LOS on the top mid, that might help balance it, preventing them from just camping up there. Weaving in and out of the bottom and 2nd floor middle area was fun, giving players plenty of opportunity to flank around and get behind their opponents.
     
  4. Juanez Sanchez

    Juanez Sanchez Ancient
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    I have played this map probably ten times now, and I wasn't aware of any changes to it last night. However I was acutely aware of how imporant it DID become to hold top-mid, and TBH the entire game went to the team that held that spot the longest and meanest... and this is now the trend for gameplay on this map I think. I got kinda tired of getting shot from above and rarely being able to go toe-to-toe with opponents in front of me. It might be time to try creating something new- we might have had the best from this map and possibly you can use some elements to incorporate into this new baby. Don't take it personally, I love you man. Map is good but has some things that I can do without.
     

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